len4.c

来自「[Game.Programming].Academic - Graphics G」· C语言 代码 · 共 39 行

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/* * len4.c - find length of the 4-vector v having components v = [a b c d] * programmed by: Alan Paeth, 17-Oct-1994 * * This Euclidean distance estimator * *   1) can only overestimate, making it useful for containment heuristics, *   2) is exact for vectors [1 0 0 0] (len4 = 1) and [1 1 1 1] (len4 = 2)  *      under all permutations, sign changes and (integer) scaling (*), *   3) is nearly exact for vectors [1 1 0 0] and [1 1 1 0] (len4=irrational) *      subject to the same conditions as in (2) above, *   4) offers best 3D fit using the nested form len3(a,b,c) = len4(a,b,c,0) *   5) may be easily reprogrammed for floating point operation by rewriting *      all occurences of the string "int" with "double" or "float" and by *      removing the "a++" rounding fudge immediately before the return. *  (*) - exact estimates hold only in the presence of the mod: one line up. * * Note: worst-case error occurs for vectors of the form [60c 25c 19c 16c] *       and is worsened (because of increased a++ rounding imprecision) *       with vector [2 1 1 1]. Otherwise (c large), the maximum error in *       overestimation is always bounded by 16% [1.1597+ = sqrt(538)/20]. */  #define absv(x)	if (x < 0) x = -x#define inorder(x,y)	{int t; if ((t = a - b) < 0) {a -= t; b += t; } }int len4(a, b, c, d)    {    absv(a); absv(b);			/* get the absolute values */    absv(c); absv(d);			/* (component magnitudes) */    inorder(a, b); inorder(c, d);	/* everyone has a chance to play */    inorder(a, c); inorder(b, d);	/* (a,d) are big (winner, loser) */    inorder(b, c);			/* playoff for 2nd and 3rd slots */    a += (25*b + 19*c + 16*d)/60;	/* compute 4D approximate length *//*  a +=  (5*b +  4*c +  3*d)/12;	.. only .1% worse; easy to eval  */    a++;				/* Roundoff -> underestimation   */    return(a);				/* omit the above one bit jitter */    }

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